/Engine/Plugins/Runtime/MeshModelingToolset/Source/ModelingOperators/Public/CleaningOps/RemoveOccludedTrianglesOp.h
class FRemoveOccludedTrianglesOp : public [UE::Geometry::FDynamicMeshOperator](API\Plugins\ModelingOperators\FDynamicMeshOperator)
FName
ActiveGroupLayer
Name of the group layer to use if we are setting triangle groups instead of removing occluded triangles
int
AddRandomRays
Random rays to add beyond +/- major axes, for raycast sampling
int
AddTriangleSamples
Add triangle samples per triangle (in addition to TriangleSamplingMethod)
bool
bActiveGroupLayerIsDefault
If true, the ActiveGroupLayer is the name of the "default" layer, so we'll use the built-in group IDs
bool
bSetTriangleGroupInsteadOfRemoving
If true, we will set triangle group IDs for occluded triangles, rather than deleting the triangles
int
CreatedGroupID
Outputs, used when bSetTriangleGroupInsteadOfRemoving is true
int
CreatedGroupLayerIndex
UE::Geometry::E...
InsideMode
TArray<FTransf...
MeshTransforms
double
MinAreaConnectedComponent
int
MinTriCountConnectedComponent
double
NormalOffset
We nudge points out by this amount to try to counteract numerical issues
TArray<FTransf...
OccluderTransforms
TArray<TShared...
OccluderTrees
TArray<TShared...
OccluderWindings
TSharedPtr<FDy...
OriginalMesh
Inputs
int
ShrinkRemoval
Once triangles to remove are identified, do iterations of boundary erosion, ie contract selection by boundary vertex one-rings
UE::Geometry::E...
TriangleSamplingMethod
double
WindingIsoValue
Use this as winding isovalue for WindingNumber mode